Fix #108037: UV packing problems with pinned islands #108063

Open
Chris Blackbourn wants to merge 1 commits from Chris_Blackbourn/blender:uv-fix-108037 into blender-v3.6-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.

Merge overlap was not copying scale information from pinned islands.

rotate_inside_square was using incorrect scale.

Fix edge cases where all islands are pinned etc.

Merge overlap was not copying scale information from pinned islands. rotate_inside_square was using incorrect scale. Fix edge cases where all islands are pinned etc.
Chris Blackbourn added 1 commit 2023-05-19 03:36:15 +02:00
c81ca891f5 Fix #108037: UV packing problems with pinned islands
Merge overlap was not copying scale information from pinned islands.

rotate_inside_square was using incorrect scale.

Fix edge cases where all islands are pinned etc.
Chris Blackbourn requested review from Campbell Barton 2023-05-19 03:37:19 +02:00
First-time contributor

Would be cool also with the pinned uvs, when packing, pack without the others uvs overlap under that pinned uvs, kinda how works in uvpackmaster and the "Pack to others", where pack the selected ones with the unselected , that are in same place.

Would be cool also with the pinned uvs, when packing, pack without the others uvs overlap under that pinned uvs, kinda how works in uvpackmaster and the "Pack to others", where pack the selected ones with the unselected , that are in same place.
Author
Member

Would be cool also with the pinned uvs, when packing, pack without the others uvs overlap under that pinned uvs, kinda how works in uvpackmaster and the "Pack to others", where pack the selected ones with the unselected , that are in same place.

Yeah, this is definitely on the roadmap. Unfortunately with the way the geometry is being passed to the packer, getting this particular feature to work is quite tricky just now, so it probably won't land until the 4.0 series.

However, you can get most of that functionality with the using Pinned islands and "Locked Position".

> Would be cool also with the pinned uvs, when packing, pack without the others uvs overlap under that pinned uvs, kinda how works in uvpackmaster and the "Pack to others", where pack the selected ones with the unselected , that are in same place. Yeah, this is definitely on the roadmap. Unfortunately with the way the geometry is being passed to the packer, getting this particular feature to work is quite tricky just now, so it probably won't land until the 4.0 series. However, you can get _most_ of that functionality with the using Pinned islands and "Locked Position".
First-time contributor

While it looks like it's going to be a while yet, I'm happy to hear that it's at least planned! :D

If you manage to implement more features in the future similar to those of ZenUV (like for example to flat/square the chosen uv's with just one click, instead of correcting a part manually and then correcting the rest) and Uvpackmaster 3 (the feature I mentioned in previous comment) it certainly will improve Blender's uv's a lot!

Ps: Tested the new uv pack island of 3.6 and looks great! Very similar to Uvpackmaster 3!

Thanks for the answer!

While it looks like it's going to be a while yet, I'm happy to hear that it's at least planned! :D If you manage to implement more features in the future similar to those of ZenUV (like for example to flat/square the chosen uv's with just one click, instead of correcting a part manually and then correcting the rest) and Uvpackmaster 3 (the feature I mentioned in previous comment) it certainly will improve Blender's uv's a lot! Ps: Tested the new uv pack island of 3.6 and looks great! Very similar to Uvpackmaster 3! Thanks for the answer!
Author
Member

Awesome! Definitely get involved and help us figure out where improvements can be made.

Re: "squaring UV's", we have something similar at #78402 with a WIP https://archive.blender.org/developer/D17039

Again, I'm hoping to land a fix for that one in the 4.0 series. Feel free to add to the discussion there if there's a use-case you want added.

Also check if there are any proposals at https://blender.community/c/rightclickselect

Awesome! Definitely get involved and help us figure out where improvements can be made. Re: "squaring UV's", we have something similar at https://projects.blender.org/blender/blender/issues/78402 with a WIP https://archive.blender.org/developer/D17039 Again, I'm hoping to land a fix for that one in the 4.0 series. Feel free to add to the discussion there if there's a use-case you want added. Also check if there are any proposals at https://blender.community/c/rightclickselect
First-time contributor

I think a side panel would be interesting, so as not to always depend on going to UV > Pack Island > Change some setting > Ok
Also, in second screenshot you have the button to convert one selected uv in square. (just one idea for future release)

I think a side panel would be interesting, so as not to always depend on going to UV > Pack Island > Change some setting > Ok Also, in second screenshot you have the button to convert one selected uv in square. (just one idea for future release)
This pull request has changes conflicting with the target branch.
  • source/blender/geometry/intern/uv_pack.cc

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u uv-fix-108037:Chris_Blackbourn-uv-fix-108037
git checkout Chris_Blackbourn-uv-fix-108037
Sign in to join this conversation.
No reviewers
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#108063
No description provided.